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Tuesday, October 23, 2012

I have now played 4 games of sixth edition with my Orks and I am starting to learn a few things (I am not real quick sometimes). I just want to share a few of my thoughts and maybe get some feedback.

The Warboss is a total bad-ass but the challenge mechanism can be a real bitch sometimes. The first key to success with the challenge rules are NEVER have an independant character in a unit that does not also include another, weaker, character. For Orks this means the Warboss should never be in a unit of Nobz (as of the most recent FAQ, units of Ork Nobz are no longer considered characters, therefore they cannot issue or accept challenges). The reason for this is you always want to have options when a challenge is issued as to who will answer the challenge. With only one character in the unit you either refuse the challenge, and take the ding, or answer with the only character in the unit.

The loss of character status for Nobz in there own unit is not all a bad thing. Nobz in their own unit can still be upgraded just as if they were characters which means that special equipment, such as Power Klaws, cannot be sniped out by a challenge. This allows a large unit of Nobz, unburdened by characters, to actually hunt down loan ICs or Monsterous Creatures, as well as take on very tough units. From now on my Nobz run character free.

Since a unit of Nobz is no longer a safe place for the Warboss where should he go? Obviously, running around alone is not safe. I think the Warboss would work well attached to a large unit of Boyz lead by a Nob. The Nob leading a unit of Boyz is a character and can issue/accept challenges. In a unit like this the Boss will be safer and still have aditional options with challenges. The best place for him might be in the middle of a huge mob of Gretchin with three Runtherds. The Gretchin will soak up huge amounts of shooting and each Runtherd is a character that can help with challenges. Just for the record I do not like challenges but they are here to stay (for the next 4 years anyway).

That is all for now. Maybe next time I will talk about infantry on foot vs. infantry in tranports...

Friday, October 19, 2012

I finally finished my first batch of Deffkoptas. I have had these guys for a while and used them a couple of times but I could never get into painting them. They are kind of a pain. I have several more and I plan to do some different weapon options. These are all stock twin-link rokkit launchas. These just might see some table time this weekend.

Sunday, October 7, 2012

A couple of weeks ago I got my copy of the Bolt Action rules. I have really been looking forward to the release of these rules for a long time. I have been playing 28mm WW2 games for many years and none of the rules have really been what I have been looking for. I have even tried my hand at writing my own rules. Once I heard that Warlord would be writing rules for their Bolt Action model line and that these rules would be written by Rick Priestly and Alessio Cavatore I knew it would be a must have.

I was starting to get a bit worried about the game. My local shop got a play-test copy of the rules and several people started trying them out. Every time I would see a game or listen their explanations I was sure I was not going to like the rules. Then Rick would publish an article and I would think 'what are the guys at the shop playing?' They just did not seem like the same game.

Once I read the rules myself (the actual published rules) I knew I was going to like the game. The rules are very straight forward and are written clearly. Morale plays a huge role in the game and when combined with the order system provides a tense and dramatic game.﻿

My firend Tim and I decided to give the game a try today. We did 1000 points per side as this is what Rick recommends and the standard size game. I went with Soviets and you can see my army in the picture above. This is actually only 995 points. My list comprised the following units.

Vet Senior Lieutenant with 2 Vet soldiers all with SMG

10 reg soldiers with LMG, 2 SMG and AT grenades

10 reg soldiers with LMG, 3 SMG and AT grenades

10 reg soldiers with LMG, 3 SMG and AT grenades

10 vet soldiers with LMG, 5 SMG and AT grenades

11 inexperieced soldiers with LMG, 7 SMG and AT grenades

3 reg soldiers with Maxim MMG with gun shield

T-34/76 with reg crew

Tim took his Germans. To the best of my memory his army was something like the following:

Vet Major with 2 vet soldiers all with SMG

10 reg soldiers with LMG and 2 SMG

10 reg soldiers with LMG and 2 SMG

10 reg soldiers with LMG and 2 SMG

3 reg soldiers with MG42 MMG

3 reg soldiers with 80mm mortar

4 reg soldiers with PaK 40 AT gun

PZ IV with reg crew

For out first game we decided to play scenario #1 - Enveloment. Tim won the dice off and chose to defend. In this scenario the defender must deploy at least half his army on the table more than 12" from the centerline. The rest of the army can be help in reserve and used as outflankers. The units deployed on the table can use the hidden setup rules. Tim chose to deploy his entire army and not use hidden setup.

As the attacker I do not deploy anything on the table at the beginning of the game. I still have some options with what units are included in my first wave and the units in reserve. I decided to keep my vet squad, one squad of regulars and the T34 in reserve for an outflanking action to my right. That left my HQ, the MMG team, 2 squads of regulars and my inexperienced squad as my first wave.

The attacker gets a preliminary bombardment. This was pretty effective as I killed three Germans and put pin markers on all the enemy units. This ability just makes sure that on the first turn the defender is busy rallying troops rather than pushing onto the table. It basically buys some time for the attacker and it work nicely.

I focused my first wave attack on my left using my inexperienced squad to anchor my right flank on the road that ran roughly across the table. Tim quickly exploited this by sending his tank down the road and in 2 turns destroyed the green troops. This is where I missed a chance to use one of the Soviet special rules - The Great Patriotic War. This would have allowed me to re-roll the failed morale test that destroyed the unit.

Once Tim committed his tank in the center he also advanced with one of his squads on his left. The other squad on his left would spend the entire game pinned until it was finally destroyed. This advance my the Germans towards my open right was actually part of my plan (except for the wiping out of one of my squads) as this would draw the Germans away from their deployment zone and expose them to my flank attack. At this point in the game, about turn three, Tim remembered that he was the defender and he probably should not be attacking.

After a couple of tries I was able to get the T34 into action and a long gun dual began between the T34 and the Pz IV. I was also able to get my other flankers on and methodically destroyed two German squads. By turn 4 things were looking grim on the German left.

With collapse of the German left flank two Soviet squads were able to exit the board. The tank dual continued to the end of the game with poor shooting and failed orders becoming normal. The battle on the Soviet left had been planned as holding action and it worked very well. At the end of the game (turn 7) three German units had been destroyed with the loss of a single Soviet unit. Two Soviet units had exited the German side of the table. Final score was 9-2 Soviets.

I really enjoyed this game. It is a very quick and easy game but like other Warlord rules, provides a dynamic tactical feel. I am not a huge fan of the army list and army construction as listed in the rule book. I am hoping the stand alone army books will improve this aspect of the game. The armor seems alomost pointless and I can see that in future games the tanks are likely to drop from the lists in favor of more infantry support.

I think I may have found my go to rules for 28mm WW2. Fun, fast and easy to learn with a nice models and future support plans, what;s not to like? I think I will be selling off a few rule book that I will not longer need. Anyone need a copy of Rules of Engagement or Rate of Fire?

Then there are the games that have been retired. Not all of these are bad. In fact some are really great. The reasons for retirement are varied.

Wings of Glory

Kings of War

The Great WarEmpire of the DeadClash of EmpiresLord of the Rings:SBGWarhammer Ancient BattlesBattleground World War 2Arc of FireJohnny Reb IIICrossfireRules of EngagementRate of FireLegends of the High SeasNecromundaWaterlooLegends of the Old West